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  #1  
Old May 6th, 2007, 12:27 PM

GeorgiaBoy GeorgiaBoy is offline
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Default Re: How to mod a starting planet?

OK...I guess I will have to mod in more planets per system...I guess SE V has the same limitation. Thanks for the heads up, SJ.

GB

P.S. The better half and I were in Vancouver a little while ago...was wondering if Ontario provence is as clean and tidy?
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  #2  
Old May 6th, 2007, 12:49 PM
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Default Re: How to mod a starting planet?

SE:V does allow more than 255 systems, but with around 300 or so, you start to lose connectivity in the warp point network.
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Old May 6th, 2007, 01:49 PM
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Default Re: How to mod a starting planet?

From my understanding, in SE5, the WPs are still present; they just stop being drawn on the quadrant map at some point.
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Old May 6th, 2007, 04:29 PM
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Default Re: How to mod a starting planet?

Since you're already using the Map Editor, if you put starting points in an empty sector, game setup will automatically add the appropriate planet there. That won't work for ringworlds and sphereworlds, though. I don't know if it's possible to mod the startup files to allow races to start on those.

I remember it taking me quite a long time to realize that one didn't have to put starting points on existing planets.
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